Author Topic: ArnaudB's Various Mods (More Starting options, No Wormholes, Overlord AIP)  (Read 5690 times)

Offline ArnaudB

  • Jr. Member Mark II
  • **
  • Posts: 76
I tend to create small mods rather than big ones, so I have decided to make a thread for all I end up making rather than spam the forum. The pack currently contains three small xml mods up to date with version 2.008, ie: the Spire Expansion.

The content includes:

*More starting options
This adds a number of starting fleets balanced with regular play, as well (and more importantly) as starting Battlestations using Turrets from the expansion. There are currently 5 additional starting fleets (Elite, Kamikaze, Epidemic, Interdiction and Botnet) as well as 5 additional battlestations (Takeover, Artillery, Pirate, Melting, Harmonic).

Feedback on balance and suggestions are welcome. Considering the vast number of turrets introduced by the expansion, I am considering raising the number of turrets per battlestations to 4 rather than 3. We'll see, it'd impact balance.

*No Wormholes
This removes Wormholes attack at all difficulties. Simple, convenient, useful.

I find them tedious to deal with rather than threatening: turn an economic into a military, spam turrets,  build/bring 1 flagship with 1 shiplines to distract waves. Win... then spend three minutes removing turrets due to needing energy elsewhere. This mod eliminates what I find to be a timewaster. Instigators bases boosting wormholes can still appear, in which case they do effectively nothing.

*LowerAIHomeworldAIP
This reduces the AIP of Phase 1 and 2 of AI Overlord to 1. That's it.

I made this mostly for many-AIs (four or five) games where the AIP jump from killing a couple AIs made things disproportionately difficult. Here there is no longer any point in keeping the Overlord alive after killing the guard posts (which raise AIP), just finish it and get the science/hack and some peace. This effectively halve AIP gained from clearing AI Homeworlds.

***
Download

The first attachment contains all three mods. For those who only wants the starting options, I added a secondary attachment.

Installation
Put whatever file you download in the XML mod folder of AI War 2. Like this on main drive: "C:\Program Files (x86)\Steam\steamapps\common\AI War 2\XMLMods" or like this on a secondary drive: "D:\SteamLibrary\steamapps\common\AI War 2\XMLMods"

"Extract here" the .rar file and you'll get all the mods ready to use. Launch the game and you're done.
 
« Last Edit: March 14, 2020, 07:06:52 am by ArnaudB »

Offline facc00

  • Newbie
  • *
  • Posts: 7
Hi I am trying to use this mod and I am getting map generation errors.

Offline facc00

  • Newbie
  • *
  • Posts: 7
3/13/2020 8:03:34 PM
Error during CreateNew on squad, FleetMembership was never set for type SpireCruiserFlagship, GetIsFleetLeader(): True, skipNormalFleetMembershipAdditions: False, FleetOrNullIfNotShip: null

  at System.Environment.get_StackTrace () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <511c44847eee4879abb6c08ff946f102>:0
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <511c44847eee4879abb6c08ff946f102>:0
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <511c44847eee4879abb6c08ff946f102>:0
  at Arcen.AIW2.Core.GameEntity_Squad.CreateNew (Arcen.AIW2.Core.PlanetFaction PFaction, Arcen.AIW2.Core.GameEntityTypeData TypeData, System.Int32 CurrentMarkLevel, Arcen.AIW2.Core.Fleet FleetOrNullIfNotShip, System.Int32 UniqueTypeDataDifferentiatorForDuplicatesOrZero, Arcen.Universal.ArcenPoint StartingLocation, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <2a0f87ccd9744f2294c0a915337c6f6f>:0
  at Arcen.AIW2.External.Mapgen_Base.SeedNormalEntities (Arcen.AIW2.Core.Planet planet, Arcen.AIW2.Core.ArcenSimContext Context, Arcen.AIW2.Core.MapTypeData mapType, Arcen.AIW2.Core.Tutorial+TutorialPlanetOwnershipAndSpawning TutorialPlanetOrNull) [0x00000] in <37fbd6d9bbf24b47bed7729df02375ec>:0
  at Arcen.AIW2.Core.World_AIW2.CreateGalaxies (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <2a0f87ccd9744f2294c0a915337c6f6f>:0
  at Arcen.AIW2.Core.Mapgen.WorkThreadOnly_GenerateNewGame () [0x00000] in <2a0f87ccd9744f2294c0a915337c6f6f>:0
  at Arcen.AIW2.Core.Engine_AIW2.WorkThreadOnly_StartNewGame () [0x00000] in <2a0f87ccd9744f2294c0a915337c6f6f>:0
  at Arcen.AIW2.Core.Engine_AIW2+<>c__DisplayClass62_0.<StartWorkThread>b__0 (System.Object <p0>) [0x00000] in <2a0f87ccd9744f2294c0a915337c6f6f>:0
  at System.Threading.QueueUserWorkItemCallback.WaitCallback_Context (System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
  at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
  at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
  at System.Threading.ThreadPoolWorkQueue.Dispatch () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
  at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0

3/13/2020 8:03:34 PM   Generate Partial Map Complete
3/13/2020 8:03:34 PM   Exception thrown in SeedNormalEntities in stage 87
System.NullReferenceException: Object reference not set to an instance of an object
  at Arcen.AIW2.External.Mapgen_Base.SeedNormalEntities (Arcen.AIW2.Core.Planet planet, Arcen.AIW2.Core.ArcenSimContext Context, Arcen.AIW2.Core.MapTypeData mapType, Arcen.AIW2.Core.Tutorial+TutorialPlanetOwnershipAndSpawning TutorialPlanetOrNull) [0x00b0a] in <37fbd6d9bbf24b47bed7729df02375ec>:0



Offline ArnaudB

  • Jr. Member Mark II
  • **
  • Posts: 76
An error with the Spire Starting fleet, since it isn't meant to work without a Spire City. I had fixed it but not before uploading the .rar.

I updated both version, they should work fine though Spire starting fleet is gone again till I get around to do the bigger work needed.

Tell me if something still went wrong.

Offline facc00

  • Newbie
  • *
  • Posts: 7
Sweet thanks for the quick fix

Offline ArnaudB

  • Jr. Member Mark II
  • **
  • Posts: 76
Here are some more mods and some modifications:

*Militarized Home Command
This changes the human Home Command. It gain the planetary attack and speed bonus like a military command station, it gains the military paralysing-knocking weapon, some more health and twice a much innate shielding. Furthermore the Home Command has sniper resistance and a long-range tachyton decloaking. There are no change to the economical output.

I always wanted some defensive measures like in AI War 1 for the Home Command, where it was possible to make military station appear to help protect the Home Command. I also wanted the Home Command to be more easily usable in the middle of the galaxy or surrounded by many planets rather than stuck in a corner. The anti-sniper buff in particular has been added against the problematic Poltergeist Intragalatic which can one-shot the Home Command the moment it enters the planet, with no counter existing (including Buttress). This mod fixes this.

The mod also fix the odd discrepancy of Home Command planetary speed bonus not increasing with mark, unlike all others Command Stations. Buttress should also work for the Home Command now.

*MoreStuffGenerated
At present this increases the numbers of turrets non-starting battlestations get and can get. This was done due to the expansion adding a lots of turrets that lead to not seeing some turrets for multiple games, as well as help the player focus on a narrow number of tech rather than be forced to spread. Like with starting battlestation, the economical constraints (Metal, energy and tech) are expected to be what force the player not to build everything... or you can start Fallen Spire and build everything. Just now, you have more choices.

This also fix the excessive weight (100) from the all-raid Battlestation that was added in the expansion to something more reasonable (20). You will still see it, just not every game.

As part of this "more stuff" Starting Support Fleet have been buffed. This remains distinct from "MoreStartingOptions" since "MoreStartingOptions" don't change vanilla starting choices, just provide you with more options. Accordingly the number of drones for Combat/Rejuvenator/Overloaded went from 5/10/3 to 12/16/8. This narrows the gap between the starting support fleet, so Rejuvenator is less the obvious choice compared to the others twos.

*MoreStartingOptions - More choices, more turrets
This version of the already-uploaded mod shift the design by putting four turrets instead of three in every starting battlestation. This allows for far more synergy in the templates and gives more freedom in matching a starting fleet and a starting battlestation.

The Choices are now: Takeover, Artillery, Raid, Shieldtoy, Overkill and Harmony. Some have been significantly altered like Takeover.

As stated for "MoreStuffGenerated", the limiting factor considered for designing is the triple Metal-Energy-Tech equation. That's why for instance Artillery has so many turrets: they are all from different tech-types. You aren't expected to build them all since building a few high-Mark is a lot better for your economy than spamming turrets. However you get more choices so you can pick tech based on which ships you find rather than try to boost your battlestation-turrets.

***

ArnaudB's Various Mods is to be extracted in XML mods. It contains all the mods including those in the opening posts. Again, you can easily removing those you don't want by deleting their folders, that's why they are put in named folders in the first place.

Individual mods are available below.

None gave errors while starting the game or a game.


Have fun!